Explosive Death. When their hit points are reduced to 0 the sludge that animates them bursts out in a 10 ft radius from their location. All creatures within that radius must make a DC 12 Constitution saving throw or be infected with the abhorrent ooze. This means in 1d4 days they need to make another DC 12 Constitution saving throw or else they will turn into an Abhorrent Humanoid. This operates as a disease and can be removed the same way (as long as it is before the second save fails).
Whisper. As a bonus action the Abhorrent Humanoid can whisper horrible, horrible things that are heard differently by each person in range (50 ft). Those in range must succeed a DC 10 Wisdom saving throw or be frightened for 1d4 rounds. if you succeed against one creature you can no longer be effected by that creature's whisper.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 15 (3d6 + 5) slashing damage.
Embrace. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8(1d6 + 5) bludgeoning damage. Upon a hit a target needs to make a DC 14 Dexterity Saving Throw or they will receive an additional 12 (2d6 +5) Necrotic Damage and be Restrained until they can make a successful Strength Check (rolled against the monster's) or the monster is attacked by an ally. Restrained creatures automatically fail the Dexterity saving throw to leave the embrace.
Description
Elves, dwarves, humans, half-lings, who knows what these poor souls once were but know they are horrific monsters. Their shapes are vaguely humanoid but their bodies pulse and shift like something is ready to burst from their skin. They have wicked looking claws and their mouths are twisted into to long cruel smiles with too many teeth. They're eye sockets are empty and a think black liquid is streaming out from them.







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